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📄 sounds.h

📁 The source code of Doom legacy for windows
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//      Created by the sound utility written by Dave Taylor.//      Kept as a sample, DOOM2  sounds. Frozen.#ifndef __SOUNDS__#define __SOUNDS__// 10 customisable sounds for Skinsenum {    SKSPLPAIN,    SKSSLOP,    SKSOOF,    SKSPLDETH,    SKSPDIEHI,    SKSNOWAY,    SKSPUNCH,    SKSRADIO,    SKSJUMP,    SKSOUCH,    NUMSKINSOUNDS} skinsound_t;// free sfx for S_AddSoundFx()                         //MAXSKINS#define NUMSFXFREESLOTS   (32*NUMSKINSOUNDS)//// SoundFX struct.//typedef struct sfxinfo_struct   sfxinfo_t;struct sfxinfo_struct{    // up to 6-character name    char*       name;    // Sfx singularity (only one at a time)    int         singularity;    // Sfx priority    int         priority;    // referenced sound if a link    sfxinfo_t*  link;    // pitch if a link    int         pitch;    // volume if a link    int        volume;    // sound data    void*       data;    // sound that can be remapped for a skin, indexes skins[].skinsounds    // 0 up to (NUMSKINSOUNDS-1), -1 = not skin specifc    int         skinsound;    // this is checked every second to see if sound    // can be thrown out (if 0, then decrement, if -1,    // then throw out, if > 0, then it is in use)    int         usefulness;    // lump number of sfx    int         lumpnum;};//// MusicInfo struct.//typedef struct{    // up to 6-character name    char*       name;    // lump number of music    int         lumpnum;    // music data    void*       data;    // music handle once registered    int handle;} musicinfo_t;// the complete set of sound effectsextern sfxinfo_t        S_sfx[];// the complete set of musicextern musicinfo_t      S_music[];//// Identifiers for all music in game.//typedef enum{    mus_None,    mus_e1m1,    mus_e1m2,    mus_e1m3,    mus_e1m4,    mus_e1m5,    mus_e1m6,    mus_e1m7,    mus_e1m8,    mus_e1m9,    mus_e2m1,    mus_e2m2,    mus_e2m3,    mus_e2m4,    mus_e2m5,    mus_e2m6,    mus_e2m7,    mus_e2m8,    mus_e2m9,    mus_e3m1,    mus_e3m2,    mus_e3m3,    mus_e3m4,    mus_e3m5,    mus_e3m6,    mus_e3m7,    mus_e3m8,    mus_e3m9,    mus_inter,    mus_intro,    mus_bunny,    mus_victor,    mus_introa,    mus_runnin,    mus_stalks,    mus_countd,    mus_betwee,    mus_doom,    mus_the_da,    mus_shawn,    mus_ddtblu,    mus_in_cit,    mus_dead,    mus_stlks2,    mus_theda2,    mus_doom2,    mus_ddtbl2,    mus_runni2,    mus_dead2,    mus_stlks3,    mus_romero,    mus_shawn2,    mus_messag,    mus_count2,    mus_ddtbl3,    mus_ampie,    mus_theda3,    mus_adrian,    mus_messg2,    mus_romer2,    mus_tense,    mus_shawn3,    mus_openin,    mus_evil,    mus_ultima,    mus_read_m,    mus_dm2ttl,    mus_dm2int,    NUMMUSIC} musicenum_t;//// Identifiers for all sfx in game.//typedef enum{    sfx_None,    sfx_pistol,    sfx_shotgn,    sfx_sgcock,    sfx_dshtgn,    sfx_dbopn,    sfx_dbcls,    sfx_dbload,    sfx_plasma,    sfx_bfg,    sfx_sawup,    sfx_sawidl,    sfx_sawful,    sfx_sawhit,    sfx_rlaunc,    sfx_rxplod,    sfx_firsht,    sfx_firxpl,    sfx_pstart,    sfx_pstop,    sfx_doropn,    sfx_dorcls,    sfx_stnmov,    sfx_swtchn,    sfx_swtchx,    sfx_plpain,    sfx_dmpain,    sfx_popain,    sfx_vipain,    sfx_mnpain,    sfx_pepain,    sfx_slop,    sfx_itemup,    sfx_wpnup,    sfx_oof,    sfx_telept,    sfx_posit1,    sfx_posit2,    sfx_posit3,    sfx_bgsit1,    sfx_bgsit2,    sfx_sgtsit,    sfx_cacsit,    sfx_brssit,    sfx_cybsit,    sfx_spisit,    sfx_bspsit,    sfx_kntsit,    sfx_vilsit,    sfx_mansit,    sfx_pesit,    sfx_sklatk,    sfx_sgtatk,    sfx_skepch,    sfx_vilatk,    sfx_claw,    sfx_skeswg,    sfx_pldeth,    sfx_pdiehi,    sfx_podth1,    sfx_podth2,    sfx_podth3,    sfx_bgdth1,    sfx_bgdth2,    sfx_sgtdth,    sfx_cacdth,    sfx_skldth,    sfx_brsdth,    sfx_cybdth,    sfx_spidth,    sfx_bspdth,    sfx_vildth,    sfx_kntdth,    sfx_pedth,    sfx_skedth,    sfx_posact,    sfx_bgact,    sfx_dmact,    sfx_bspact,    sfx_bspwlk,    sfx_vilact,    sfx_noway,    sfx_barexp,    sfx_punch,    sfx_hoof,    sfx_metal,    sfx_chgun,    sfx_tink,    sfx_bdopn,    sfx_bdcls,    sfx_itmbk,    sfx_flame,    sfx_flamst,    sfx_getpow,    sfx_bospit,    sfx_boscub,    sfx_bossit,    sfx_bospn,    sfx_bosdth,    sfx_manatk,    sfx_mandth,    sfx_sssit,    sfx_ssdth,    sfx_keenpn,    sfx_keendt,    sfx_skeact,    sfx_skesit,    sfx_skeatk,    sfx_radio,    //added:22-02-98: player avatar jumps    sfx_jump,    //added:22-02-98: player hits something hard and says 'ouch!'    sfx_ouch,    //test water    sfx_gloop,    sfx_splash,    // free slots for S_AddSoundFx() at run-time --------------------    sfx_freeslot0,    //    // ... 60 free sounds here ...    //    sfx_lastfreeslot=(sfx_freeslot0+NUMSFXFREESLOTS-1),    // end of freeslots ---------------------------------------------    NUMSFX} sfxenum_t;void   S_InitRuntimeSounds (void);int    S_AddSoundFx (char *name,int singularity);void   S_RemoveSoundFx (int id);#endif

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